Quick answer
There is no single tournament rulebook, so the sheet your director hands you governs. Under the standardised rules used for Mah Jongg Master Points events, rounds are timed and an unfinished game scores zero for the whole table. Picking your own winning tile adds ten points, a hand with no jokers adds twenty (with no such bonus on Singles and Pairs), and a wall game gives ten to each player whose hand is still live. Throwing the winning tile costs ten, twenty or twenty five points, depending on how many exposures the winner had.
At a first tournament the mahjong is the same game you play at the kitchen table. What changes is everything around it. A clock can zero your hand, throwing the winning tile costs you points, and a director enforces the procedural rules instead of whoever at the table sounds most certain.
There is no single tournament rulebook
This is the first thing to know. American mah jongg tournaments are not centrally regulated. Each director sets the rules, the scoring structure and the procedural decisions for their own event, and the published guidance says plainly that competitors should ask for those rules in advance and study them.
So treat everything below as what the sanctioned system commonly looks like, specifically the standardised rules published for Mah Jongg Master Points events, rather than as universal law. If a detail here differs from the sheet your director hands you, the sheet wins.
One more difference comes with those standardised rules. You do not invent a remedy at the table. Any question about the rules or the scoring goes to the director, and the director's ruling is final. At home the table negotiates. In a tournament the table defers.
The clock, and what it does to an unfinished hand
Rounds are timed. The standardised rules allot about an hour for a round of four games, and some tournaments allow fifty to fifty-five minutes at the director's discretion. If a game is not finished when time is called, every player at that table receives zero for it. Not a reduced score, zero.
That single rule reshapes how the last game of a round is played. A hand you would nurse along at home, waiting three more draws for the tile you need, is worth nothing if the clock beats you to it. It also explains an etiquette rule that reads oddly out of context. You are asked not to push your opponents to play faster, except in the final game of a round, where the rules say time may be of the essence.
Scoring is a system, not a settlement
At home, scoring is really payment. The winner collects from the other three, self-picking doubles what everyone owes, and a hand with no jokers doubles it again. In a tournament nobody pays anybody. Each hand's value comes from the current card, and the tournament system adds its own fixed bonuses on top. You get ten points for picking your own winning tile and twenty for declaring mah jongg with no jokers in the hand (with no such bonus on the Singles and Pairs group), and every player whose hand is still live gets ten points when the hand ends in a wall game.
The wall game line is worth pausing on, because it inverts the home-table instinct. At a kitchen table a wall game is a nothing, no money moves. In a tournament every live hand scores for it, which makes playing a hopeless hand out to the wall a positive outcome rather than a wasted twenty minutes. A player whose hand has been declared dead does not collect that wall-game bonus, and takes a ten point penalty instead.
Feeding the winner costs you, and that changes defence
Learn this difference before you sit down. In the sanctioned scoring, the player who throws the winning tile is penalised, and the penalty scales with how many exposures the winner had. It is ten points off for feeding a player with no exposures or one exposure, twenty for a player with two, and twenty five for a player with three.
At home, throwing the winning tile costs you double the hand's value, while the other two pay it once. In a tournament it costs you points off your own score on top of whatever you failed to win, and the scale means you are being punished specifically for ignoring information that was face up on the table. There is a separate twenty five point penalty for misnaming a discard that then gives an opponent mah jongg.
So late in a tournament hand, against a rack with three exposures, holding a tile and letting the wall run out is not cowardice. Feeding that rack costs twenty five points, and a wall game adds ten to the score of every player whose hand is still live.
Procedure stops being negotiable
Picking ahead is grounds for a hand to be declared dead. So is picking out of turn. Your turn is considered to have begun the moment you touch the next tile in the wall, and from that moment you must take that tile and may no longer claim the discard you were thinking about.
The blind pass has teeth too. You may steal a tile during the Charleston, but if you look at it you lose ten points at the end of that game. The card itself is required equipment and must be displayed during play. And picking and racking in one continuous motion, which quietly denies opponents their chance to call the discard, is called out as unsporting, with players asked to pause between the two.
Three-player tables have their own tournament rules. There is no Charleston at all, and before the fourth and last game of the round everyone rolls the dice again to decide who is East, the seat that starts with a fourteenth tile.
Conduct is an actual rule
The sanctioned rules carry a zero tolerance code for rude or abusive play, with set consequences. A first complaint gets the player asked to stop, and a second gets them disqualified, expelled from the event, and uninvited from future ones. Criticising how an opponent played is specifically named as discourteous.
There is even a rule about the room between rounds, asking players to leave rather than sit and talk, because tables are often still finishing. None of this is decoration. It exists because a tournament is a hundred strangers playing a game that at home runs on the goodwill of four friends.
Before your first one
Ask the director for their rules sheet and read it, since that is the document that governs, not this page and not your group's habits. Then practise two things in particular. One is finishing hands under time pressure. The other is reading exposures across the table, because the scoring now punishes you directly for missing what a rack is telling you.
The rest is the game you already know, with the same tiles, the same card and the same calls.
Put it into practice
New to the game? Start the course at Lesson 1, Meet the Tiles. The first three lessons are free and need no account.
Already play? Have the coach read a real dealt hand for you, free. It names the direction the hand goes for, what to keep, what to pass, and the reasoning behind each call.
Tournament scoring punishes you for missing what the table is showing you, which makes reading exposures worth real points. Defend the Table drills exactly that. You get a real hand in progress with sets on the table, and one throw to make. It is free to try every day, and Club members play as many positions as they like.